English edition v1.3.3

#Collected Short House Rule Examples 30+

Not full-spec rules but short variant examples. The GM tries introducing 1~2 into their own campaign. Trial via the 60-09 playtest protocol.

#§ Classified 30+ Examples

#Combat Variants

  1. Critical Hit Strengthening: extra Energy +1 on a Critical Hit (PC only).
  2. Critical Hit Weakening: abolish this expansion's §15 Critical Expansion (realist tone).
  3. First-Round Penalty: every PC's first round -1 (expressing tension).
  4. Combo Bonus: +1 when attacking the same enemy for 2 rounds in a row.
  5. Counter Strengthening: Energy -1 on a counter (reducing the counter cost).

#Energy·Resource Variants

Recovery·resource variants follow 00-05 §3 Recovery and Energy Assist. Injury treatment is handled as Wounds recovery, and effects that grant action leeway are handled as Energy assist.

  1. Full Wounds Recovery 1 Time: 1 time per campaign, full Wounds recovery for 1 PC (the trauma-treatment idea).
  2. Interlude Recovery: instead of full Wounds recovery at the interlude (core), recover only Wounds +2 (realism). Or grant Energy assist B-1 (one breath, temporary +1), 1 time per 1 session.
  3. Fate Point Recovery: Fate point +1 each season at the interlude (strengthening).
  4. Energy Sharing: squad members can exchange Energy ±2 (cooperation. An expansion of the scholar's Energy Transfer idea).
  5. Energy Gamble: gamble 1 Energy each round (1d10, on 5+ +2, below it -1).

#Social·Diplomacy Variants

  1. Rapport Acceleration: 1 session (core) → 1 combat (strengthening) per friendship·rival +1.
  2. Diplomacy Result Guarantee: NPC rapport +1 automatically on a successful diplomacy check.
  3. Bearing Use: at Bearing ≥ 3, +1 in every crowd setting.
  4. Deceit Discovery: NPC rapport -2 on a failed Deceit check (strengthening).

#Mystic·Religion Variants

  1. Faith Strengthening: +1 for a religious-Faith PC at a religious rite.
  2. Yoma Weakness: +2 when identifying a yoma type's weakness (stronger than core).
  3. Barrier Recovery: Barrier HP recovers +1 automatically per 1 session (1st-expansion compatible).
  4. Sorcery Energy -: Sorcery Energy -1 for a Licensed-Sorcery PC (strengthening).

#Campaign Flow Variants

  1. Season Reward: all PCs' assets +20% at season's end.
  2. Milestone + XP: 30-06 variant B + core XP accumulation simultaneously (double growth).
  3. PC Permanent Rival: 1 time per campaign, designate 1 NPC as a PC's permanent rival.
  4. Fateful Encounter: on arrival in a new city, the GM has an automatic encounter with 1 NPC (rich narrative).

#Squad·Tactics Variants

  1. Squad Cohesion Chain: on a squad's death, the adjacent squad's Cohesion -1 (core 00-05 §12 — Cohesion when core alone, domain morale in a 1st-expansion campaign, and this expansion's morale auto-compatible with the 30-03 variant).
  2. Squad Recovery: on the recovery of 1 squad unit, squad Wounds +1 (core squads have no Energy — use the Wounds unit. 00-05 §3 category A).
  3. Squad Leader Effect: on the squad leader's death, all the squad's checks -1 (1 combat).
  4. Squad Solidarity: +1 when squads of the same family·society are adjacent.

#Tone Variants

  1. Cinematic Description Bonus: +1 on the next check when a PC describes for 1 minute.
  2. Horror Intimidation: Intimidation +1 for all enemies at night·indoors.
  3. Comedy Revival: immediate revival on a PC's death (manga tone).
  4. Grimdark Trauma: PC mind -1 on witnessing a brutal incident (1 session).

#5 Bonus Examples

  1. Dice Luck: 1 time per 1 session, a PC gets +2 on 1 die (Fate strengthening).
  2. Relic Discovery: at a campaign interlude, the GM has an encounter with an NPC and 1 new relic.
  3. Fame Acceleration: a PC's fame accumulates 1 stage faster (narrative strengthening).
  4. Training Acceleration: attribute·skill +2 at interlude training (strengthening core +1).
  5. Foreign Learning: automatically acquire foreign adaptation on a 5-session stay in a foreign region.

#§ Usage Recommendations

  • 1~3 examples per 1 campaign: introducing too many is complex.
  • Add 1 example per 1 season: staged introduction.
  • Decide after a trial: the 60-09 playtest protocol.
  • PC agreement: variants with a large campaign impact need PC agreement.

"A single line of variation changes the color of one campaign. But a hundred lines of variation kill the campaign."